This was the first module / these were the first adventures I DMed. Overall, I found them an easy introduction (and without many places where I felt I had to make things up extensively to keep the adventure making sense, which I've felt in some of the other mini-adventures). They did run a bit long (partly because I had a table of 7 players, partly because the players split the party in the first one, and partly because people were having fun role playing and poking around). I made it through four of the five before the table was exhausted.

I enjoyed the 5 prophecies that provided the very vague framing story. I think the players might have appreciated if it were more obvious which mini-adventure matched up with which faction, as is done in the Season 7 mini-adventures.

One note about Mission 4: I ended up fudging things slightly so that the whole party had to enter the final room at once. It felt like it wouldn't have worked well if the character scouting ahead would have gone in there and triggered the final encounter without the rest of the party.